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Trooper

Troopers (also known as Minions or Creeps) are the primary offensive units in Deadlock, summoned by the Patron to push lanes and provide Souls for heroes.

Overview

Troopers spawn in waves of four. The spawn interval decreases over the course of the game: 18s/18s/15s/15s/15s across game time brackets.

Trooper Types

Ranged Trooper

The most common trooper type, attacking from a distance and resorting to melee only when enemies are close.

Melee Trooper

Tougher units that only begin spawning after the 5-minute mark. They have higher health and faster movement speed.

Medic Trooper

Also known as Banner Troopers, these units provide healing utility upon death.

Combat Stats

Resistances and Vulnerabilities

Damage Output

Sight Range

Soul Mechanics

Soul Bounty

The total soul value of a trooper is 116 + (1.16 per minute).

Soul Sharing

Souls are divided among nearby allied players according to the following rates:

Number of PlayersShare per Player
1100%
254%
336%
425%
520%
616%

Wave Value Comparison

Waves provide consistent, guaranteed income compared to contested objectives:

TimeWave ValueComparison to Objectives
Early~500 souls4th most valuable (behind walker/guardian)
13 min~524 souls5th most valuable (behind kills/objectives)
25 min+~580 soulsStill 5th most valuable

Unlike objectives which require winning fights, wave souls are guaranteed and safe to collect.

Wave Management Strategy

Wave Priority (Wave Shove): Always shove waves before making plays. This is fundamental to high-level Deadlock.

Why Wave Shove Matters:

  1. Souls: If you don’t clear waves, walker kills them and souls are lost forever
  2. Zipline Control: Your zipline extends to where your wave is - enemies can’t safely pass your wave without risk
  3. Vision: Your troopers see enemies - provides map information
  4. Structure Pressure: Waves attack walkers/guardians automatically

Golden Rule: Get wave shove before taking camps, sinners, boxes, or roaming. While you make plays, the enemy is “in check” - forced to respond to your shoved wave or lose structures.

Waves do NOT farm themselves. You must actively last-hit troopers to collect souls. Shoving a wave secures the current wave’s souls and creates a ~15-18s time window before the next wave arrives — it does not generate passive income. Any troopers that die to walkers (yours or theirs) while unattended produce zero souls for either team.

Example: Shove wave → wave crashes enemy walker → rotate mid for objective. Enemy must either:

The benefit is the time window and structure pressure, not passive soul generation. You secured the current wave’s souls by shoving, and now have time to farm camps or make plays before needing to return for the next wave.